]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_main.c
Fixed drawmask for non-csqc mods. Thanks to Willis for spotting this bug
[xonotic/darkplaces.git] / cl_main.c
index 1abbfd2fe3a5498f233d3b5499a6d4f05413d803..3151111e052ae138bc2e670d05a7d35d5ef4b7a3 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -8,7 +8,7 @@ of the License, or (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 
 See the GNU General Public License for more details.
 
@@ -20,39 +20,98 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 // cl_main.c  -- client main loop
 
 #include "quakedef.h"
+#include "cl_collision.h"
+#include "cl_video.h"
+#include "image.h"
+#include "csprogs.h"
+#include "r_shadow.h"
 
 // we need to declare some mouse variables here, because the menu system
 // references them even when on a unix system.
 
-// these two are not intended to be set directly
-cvar_t cl_name = {"_cl_name", "player", true};
-cvar_t cl_color = {"_cl_color", "0", true};
-cvar_t cl_pmodel = {"_cl_pmodel", "0", true};
+cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat"};     //[515]: csqc crc check and right csprogs name according to progs.dat
+cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","0"};
 
-cvar_t cl_shownet = {"cl_shownet","0"};        // can be 0, 1, or 2
-cvar_t cl_nolerp = {"cl_nolerp","0"};
+cvar_t cl_shownet = {0, "cl_shownet","0"};
+cvar_t cl_nolerp = {0, "cl_nolerp", "0"};
 
-cvar_t lookspring = {"lookspring","0", true};
-cvar_t lookstrafe = {"lookstrafe","0", true};
-cvar_t sensitivity = {"sensitivity","3", true};
+cvar_t cl_itembobheight = {0, "cl_itembobheight", "0"}; // try 8
+cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5"};
 
-cvar_t m_pitch = {"m_pitch","0.022", true};
-cvar_t m_yaw = {"m_yaw","0.022", true};
-cvar_t m_forward = {"m_forward","1", true};
-cvar_t m_side = {"m_side","0.8", true};
+cvar_t lookspring = {CVAR_SAVE, "lookspring","0"};
+cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0"};
+cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3", 1, 30};
 
+cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022"};
+cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022"};
+cvar_t m_forward = {CVAR_SAVE, "m_forward","1"};
+cvar_t m_side = {CVAR_SAVE, "m_side","0.8"};
+
+cvar_t freelook = {CVAR_SAVE, "freelook", "1"};
+
+cvar_t r_draweffects = {0, "r_draweffects", "1"};
+
+cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5"};
+cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0"};
+cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16"};
+cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128"};
+cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5"};
+
+cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
+cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1"};
+
+cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"};
+cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"};
+cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0"};
+
+cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"};
+
+cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0"};
+
+cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1"};
+
+vec3_t cl_playerstandmins;
+vec3_t cl_playerstandmaxs;
+vec3_t cl_playercrouchmins;
+vec3_t cl_playercrouchmaxs;
+
+mempool_t *cl_mempool;
 
 client_static_t        cls;
 client_state_t cl;
-// FIXME: put these on hunk?
-efrag_t                        cl_efrags[MAX_EFRAGS];
-entity_t               cl_entities[MAX_EDICTS];
-entity_t               cl_static_entities[MAX_STATIC_ENTITIES];
-lightstyle_t   cl_lightstyle[MAX_LIGHTSTYLES];
-dlight_t               cl_dlights[MAX_DLIGHTS];
 
-int                            cl_numvisedicts;
-entity_t               *cl_visedicts[MAX_VISEDICTS];
+int cl_max_entities;
+int cl_max_csqcentities;
+int cl_max_static_entities;
+int cl_max_temp_entities;
+int cl_max_effects;
+int cl_max_beams;
+int cl_max_dlights;
+int cl_max_lightstyle;
+int cl_max_brushmodel_entities;
+int cl_activedlights;
+
+entity_t *cl_entities;
+entity_t *cl_csqcentities;     //[515]: csqc
+unsigned char *cl_entities_active;
+unsigned char *cl_csqcentities_active; //[515]: csqc
+entity_t *cl_static_entities;
+entity_t *cl_temp_entities;
+cl_effect_t *cl_effects;
+beam_t *cl_beams;
+dlight_t *cl_dlights;
+lightstyle_t *cl_lightstyle;
+int *cl_brushmodel_entities;
+
+int cl_num_entities;
+int cl_num_csqcentities;       //[515]: csqc
+int cl_num_static_entities;
+int cl_num_temp_entities;
+int cl_num_brushmodel_entities;
+
+// keep track of quake entities because they need to be killed if they get stale
+extern int cl_lastquakeentity;
+extern unsigned char cl_isquakeentity[MAX_EDICTS];
 
 /*
 =====================
@@ -60,44 +119,158 @@ CL_ClearState
 
 =====================
 */
-void CL_ClearState (void)
+void CL_ClearState(void)
 {
-       int                     i;
+       int i;
+
+       if (cl_entities) Mem_Free(cl_entities);cl_entities = NULL;
+       if (cl_csqcentities) Mem_Free(cl_csqcentities);cl_csqcentities = NULL;  //[515]: csqc
+       if (cl_entities_active) Mem_Free(cl_entities_active);cl_entities_active = NULL;
+       if (cl_csqcentities_active) Mem_Free(cl_csqcentities_active);cl_csqcentities_active = NULL;     //[515]: csqc
+       if (cl_static_entities) Mem_Free(cl_static_entities);cl_static_entities = NULL;
+       if (cl_temp_entities) Mem_Free(cl_temp_entities);cl_temp_entities = NULL;
+       if (cl_effects) Mem_Free(cl_effects);cl_effects = NULL;
+       if (cl_beams) Mem_Free(cl_beams);cl_beams = NULL;
+       if (cl_dlights) Mem_Free(cl_dlights);cl_dlights = NULL;
+       if (cl_lightstyle) Mem_Free(cl_lightstyle);cl_lightstyle = NULL;
+       if (cl_brushmodel_entities) Mem_Free(cl_brushmodel_entities);cl_brushmodel_entities = NULL;
+       if (cl.entitydatabase) EntityFrame_FreeDatabase(cl.entitydatabase);cl.entitydatabase = NULL;
+       if (cl.entitydatabase4) EntityFrame4_FreeDatabase(cl.entitydatabase4);cl.entitydatabase4 = NULL;
+       if (cl.scores) Mem_Free(cl.scores);cl.scores = NULL;
 
        if (!sv.active)
                Host_ClearMemory ();
 
 // wipe the entire cl structure
        memset (&cl, 0, sizeof(cl));
+       // reset the view zoom interpolation
+       cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
 
        SZ_Clear (&cls.message);
 
-// clear other arrays  
-       memset (cl_efrags, 0, sizeof(cl_efrags));
-       memset (cl_entities, 0, sizeof(cl_entities));
-       memset (cl_dlights, 0, sizeof(cl_dlights));
-       memset (cl_lightstyle, 0, sizeof(cl_lightstyle));
-       memset (cl_temp_entities, 0, sizeof(cl_temp_entities));
-       memset (cl_beams, 0, sizeof(cl_beams));
+       cl_num_entities = 0;
+       cl_num_csqcentities = 0;        //[515]: csqc
+       cl_num_static_entities = 0;
+       cl_num_temp_entities = 0;
+       cl_num_brushmodel_entities = 0;
+
+       // tweak these if the game runs out
+       cl_max_entities = 256;
+       cl_max_csqcentities = 256;      //[515]: csqc
+       cl_max_static_entities = 256;
+       cl_max_temp_entities = 512;
+       cl_max_effects = 256;
+       cl_max_beams = 256;
+       cl_max_dlights = MAX_DLIGHTS;
+       cl_max_lightstyle = MAX_LIGHTSTYLES;
+       cl_max_brushmodel_entities = MAX_EDICTS;
+       cl_activedlights = 0;
+
+       cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
+       cl_csqcentities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_csqcentities * sizeof(entity_t));    //[515]: csqc
+       cl_entities_active = (unsigned char *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(unsigned char));
+       cl_csqcentities_active = (unsigned char *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(unsigned char));    //[515]: csqc
+       cl_static_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_static_entities * sizeof(entity_t));
+       cl_temp_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_temp_entities * sizeof(entity_t));
+       cl_effects = (cl_effect_t *)Mem_Alloc(cl_mempool, cl_max_effects * sizeof(cl_effect_t));
+       cl_beams = (beam_t *)Mem_Alloc(cl_mempool, cl_max_beams * sizeof(beam_t));
+       cl_dlights = (dlight_t *)Mem_Alloc(cl_mempool, cl_max_dlights * sizeof(dlight_t));
+       cl_lightstyle = (lightstyle_t *)Mem_Alloc(cl_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
+       cl_brushmodel_entities = (int *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(int));
+
+       cl_lastquakeentity = 0;
+       memset(cl_isquakeentity, 0, sizeof(cl_isquakeentity));
+
        // LordHavoc: have to set up the baseline info for alpha and other stuff
-       for (i = 0;i < MAX_EDICTS;i++)
+       for (i = 0;i < cl_max_entities;i++)
        {
-               cl_entities[i].baseline.alpha = 255;
-               cl_entities[i].baseline.scale = 16;
-               cl_entities[i].baseline.glowsize = 0;
-               cl_entities[i].baseline.glowcolor = 254;
-               cl_entities[i].baseline.colormod = 255;
+               cl_entities[i].state_baseline = defaultstate;
+               cl_entities[i].state_previous = defaultstate;
+               cl_entities[i].state_current = defaultstate;
        }
 
-//
-// allocate the efrags and chain together into a free list
-//
-       cl.free_efrags = cl_efrags;
-       for (i=0 ; i<MAX_EFRAGS-1 ; i++)
-               cl.free_efrags[i].entnext = &cl.free_efrags[i+1];
-       cl.free_efrags[i].entnext = NULL;
+       for (i = 0;i < cl_max_csqcentities;i++)
+       {
+               cl_csqcentities[i].state_baseline = defaultstate;       //[515]: csqc
+               cl_csqcentities[i].state_previous = defaultstate;       //[515]: csqc
+               cl_csqcentities[i].state_current = defaultstate;        //[515]: csqc
+               cl_csqcentities[i].csqc = true;
+               cl_csqcentities[i].state_current.number = -i;
+       }
+
+       if (gamemode == GAME_NEXUIZ)
+       {
+               VectorSet(cl_playerstandmins, -16, -16, -24);
+               VectorSet(cl_playerstandmaxs, 16, 16, 45);
+               VectorSet(cl_playercrouchmins, -16, -16, -24);
+               VectorSet(cl_playercrouchmaxs, 16, 16, 25);
+       }
+       else
+       {
+               VectorSet(cl_playerstandmins, -16, -16, -24);
+               VectorSet(cl_playerstandmaxs, 16, 16, 24);
+               VectorSet(cl_playercrouchmins, -16, -16, -24);
+               VectorSet(cl_playercrouchmaxs, 16, 16, 24);
+       }
+
+       CL_Screen_NewMap();
+       CL_Particles_Clear();
+       CL_CGVM_Clear();
+}
+
+void CL_ExpandEntities(int num)
+{
+       int i, oldmaxentities;
+       entity_t *oldentities;
+       if (num >= cl_max_entities)
+       {
+               if (!cl_entities)
+                       Sys_Error("CL_ExpandEntities: cl_entities not initialized");
+               if (num >= MAX_EDICTS)
+                       Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
+               oldmaxentities = cl_max_entities;
+               oldentities = cl_entities;
+               cl_max_entities = (num & ~255) + 256;
+               cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
+               memcpy(cl_entities, oldentities, oldmaxentities * sizeof(entity_t));
+               Mem_Free(oldentities);
+               for (i = oldmaxentities;i < cl_max_entities;i++)
+               {
+                       cl_entities[i].state_baseline = defaultstate;
+                       cl_entities[i].state_previous = defaultstate;
+                       cl_entities[i].state_current = defaultstate;
+               }
+       }
 }
 
+void CL_ExpandCSQCEntities(int num)
+{
+       int i, oldmaxentities;
+       entity_t *oldentities;
+       if (num >= cl_max_csqcentities)
+       {
+               if (!cl_csqcentities)
+                       Sys_Error("CL_ExpandCSQCEntities: cl_csqcentities not initialized\n");
+               if (num >= MAX_EDICTS)
+                       Host_Error("CL_ExpandCSQCEntities: num %i >= %i\n", num, MAX_EDICTS);
+               oldmaxentities = cl_max_csqcentities;
+               oldentities = cl_csqcentities;
+               cl_max_csqcentities = (num & ~255) + 256;
+               cl_csqcentities = Mem_Alloc(cl_mempool, cl_max_csqcentities * sizeof(entity_t));
+               memcpy(cl_csqcentities, oldentities, oldmaxentities * sizeof(entity_t));
+               Mem_Free(oldentities);
+               for (i = oldmaxentities;i < cl_max_csqcentities;i++)
+               {
+                       cl_csqcentities[i].state_baseline = defaultstate;
+                       cl_csqcentities[i].state_previous = defaultstate;
+                       cl_csqcentities[i].state_current = defaultstate;
+                       cl_csqcentities[i].csqc = true;
+                       cl_csqcentities[i].state_current.number = -i;
+               }
+       }
+}
+
+void CL_VM_ShutDown (void);
 /*
 =====================
 CL_Disconnect
@@ -106,39 +279,47 @@ Sends a disconnect message to the server
 This is also called on Host_Error, so it shouldn't cause any errors
 =====================
 */
-void CL_Disconnect (void)
+void CL_Disconnect(void)
 {
+       if (cls.state == ca_dedicated)
+               return;
+
+       Con_DPrintf("CL_Disconnect\n");
+
+       CL_VM_ShutDown();
 // stop sounds (especially looping!)
-       S_StopAllSounds (true);
-       
-// bring the console down and fade the colors back to normal
-//     SCR_BringDownConsole ();
+       S_StopAllSounds ();
+
+       // clear contents blends
+       cl.cshifts[0].percent = 0;
+       cl.cshifts[1].percent = 0;
+       cl.cshifts[2].percent = 0;
+       cl.cshifts[3].percent = 0;
+
+       cl.worldmodel = NULL;
 
-// if running a local server, shut it down
        if (cls.demoplayback)
-               CL_StopPlayback ();
-       else if (cls.state == ca_connected)
+               CL_StopPlayback();
+       else if (cls.netcon)
        {
                if (cls.demorecording)
-                       CL_Stop_f ();
-
-               Con_DPrintf ("Sending clc_disconnect\n");
-               SZ_Clear (&cls.message);
-               MSG_WriteByte (&cls.message, clc_disconnect);
-               NET_SendUnreliableMessage (cls.netcon, &cls.message);
-               SZ_Clear (&cls.message);
-               NET_Close (cls.netcon);
-
-               cls.state = ca_disconnected;
-               if (sv.active)
-                       Host_ShutdownServer(false);
+                       CL_Stop_f();
+
+               Con_DPrint("Sending clc_disconnect\n");
+               SZ_Clear(&cls.message);
+               MSG_WriteByte(&cls.message, clc_disconnect);
+               NetConn_SendUnreliableMessage(cls.netcon, &cls.message);
+               SZ_Clear(&cls.message);
+               NetConn_Close(cls.netcon);
+               cls.netcon = NULL;
        }
+       cls.state = ca_disconnected;
 
        cls.demoplayback = cls.timedemo = false;
        cls.signon = 0;
 }
 
-void CL_Disconnect_f (void)
+void CL_Disconnect_f(void)
 {
        CL_Disconnect ();
        if (sv.active)
@@ -152,505 +333,1132 @@ void CL_Disconnect_f (void)
 =====================
 CL_EstablishConnection
 
-Host should be either "local" or a net address to be passed on
+Host should be either "local" or a net address
 =====================
 */
-void CL_EstablishConnection (char *host)
+void CL_EstablishConnection(const char *host)
 {
        if (cls.state == ca_dedicated)
                return;
 
-       if (cls.demoplayback)
-               return;
+       // clear menu's connect error message
+       M_Update_Return_Reason("");
+       cls.demonum = -1;
 
-       CL_Disconnect ();
+       // stop demo loop in case this fails
+       CL_Disconnect();
 
-       cls.netcon = NET_Connect (host);
-       if (!cls.netcon)
-               Host_Error ("CL_Connect: connect failed\n");
-       Con_DPrintf ("CL_EstablishConnection: connected to %s\n", host);
-       
-       cls.demonum = -1;                       // not in the demo loop now
-       cls.state = ca_connected;
-       cls.signon = 0;                         // need all the signon messages before playing
-}
+       // run a network frame
+       //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
 
-extern int numgltextures;
-extern int texels;
+       if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
+       {
+               cls.connect_trying = true;
+               cls.connect_remainingtries = 3;
+               cls.connect_nextsendtime = 0;
+               M_Update_Return_Reason("Trying to connect...");
+               // run several network frames to jump into the game quickly
+               //if (sv.active)
+               //{
+               //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
+               //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
+               //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
+               //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
+               //}
+       }
+       else
+       {
+               Con_Print("Unable to find a suitable network socket to connect to server.\n");
+               M_Update_Return_Reason("No network");
+       }
+}
 
 /*
-=====================
-CL_SignonReply
-
-An svc_signonnum has been received, perform a client side setup
-=====================
+==============
+CL_PrintEntities_f
+==============
 */
-void CL_SignonReply (void)
+static void CL_PrintEntities_f(void)
 {
-       char    str[8192];
+       entity_t *ent;
+       int i, j;
+       char name[32];
 
-Con_DPrintf ("CL_SignonReply: %i\n", cls.signon);
-
-       switch (cls.signon)
+       for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
        {
-       case 1:
-               MSG_WriteByte (&cls.message, clc_stringcmd);
-               MSG_WriteString (&cls.message, "prespawn");
-               break;
-               
-       case 2:
-               MSG_WriteByte (&cls.message, clc_stringcmd);
-               MSG_WriteString (&cls.message, va("name \"%s\"\n", cl_name.string));
+               if (!ent->state_current.active)
+                       continue;
 
-               MSG_WriteByte (&cls.message, clc_stringcmd);
-               MSG_WriteString (&cls.message, va("color %i %i\n", ((int)cl_color.value)>>4, ((int)cl_color.value)&15));
-       
-               if (cl_pmodel.value)
+               if (ent->render.model)
+                       strlcpy (name, ent->render.model->name, 25);
+               else
+                       strcpy(name, "--no model--");
+               for (j = (int)strlen(name);j < 25;j++)
+                       name[j] = ' ';
+               Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.matrix.m[0][3], (int) ent->render.matrix.m[1][3], (int) ent->render.matrix.m[2][3], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
+       }
+}
+
+//static const vec3_t nomodelmins = {-16, -16, -16};
+//static const vec3_t nomodelmaxs = {16, 16, 16};
+void CL_BoundingBoxForEntity(entity_render_t *ent)
+{
+       if (ent->model)
+       {
+               //if (ent->angles[0] || ent->angles[2])
+               if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
                {
-                       MSG_WriteByte (&cls.message, clc_stringcmd);
-                       MSG_WriteString (&cls.message, va("pmodel %f\n", cl_pmodel.value));
+                       // pitch or roll
+                       ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
+                       ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
+                       ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
+                       ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
+                       ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
+                       ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
+                       //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
+                       //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
+               }
+               //else if (ent->angles[1])
+               else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
+               {
+                       // yaw
+                       ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
+                       ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
+                       ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
+                       ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
+                       ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
+                       ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
+                       //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
+                       //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
+               }
+               else
+               {
+                       ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
+                       ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
+                       ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
+                       ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
+                       ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
+                       ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
+                       //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
+                       //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
                }
-
-               MSG_WriteByte (&cls.message, clc_stringcmd);
-               sprintf (str, "spawn %s", cls.spawnparms);
-               MSG_WriteString (&cls.message, str);
-               break;
-               
-       case 3: 
-               MSG_WriteByte (&cls.message, clc_stringcmd);
-               MSG_WriteString (&cls.message, "begin");
-               Cache_Report ();                // print remaining memory
-               break;
-               
-       case 4:
-               SCR_EndLoadingPlaque ();                // allow normal screen updates
-               // LordHavoc: debugging purposes
-               Con_DPrintf("Texture slots in use: %i : %i : %i texels\n", texture_extension_number, numgltextures, texels);
-               break;
+       }
+       else
+       {
+               ent->mins[0] = ent->matrix.m[0][3] - 16;
+               ent->mins[1] = ent->matrix.m[1][3] - 16;
+               ent->mins[2] = ent->matrix.m[2][3] - 16;
+               ent->maxs[0] = ent->matrix.m[0][3] + 16;
+               ent->maxs[1] = ent->matrix.m[1][3] + 16;
+               ent->maxs[2] = ent->matrix.m[2][3] + 16;
+               //VectorAdd(ent->origin, nomodelmins, ent->mins);
+               //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
        }
 }
 
 /*
-=====================
-CL_NextDemo
+===============
+CL_LerpPoint
 
-Called to play the next demo in the demo loop
-=====================
+Determines the fraction between the last two messages that the objects
+should be put at.
+===============
 */
-void CL_NextDemo (void)
+static float CL_LerpPoint(void)
 {
-       char    str[1024];
+       float f;
 
-       if (cls.demonum == -1)
-               return;         // don't play demos
+       // dropped packet, or start of demo
+       if (cl.mtime[1] < cl.mtime[0] - 0.1)
+               cl.mtime[1] = cl.mtime[0] - 0.1;
 
-       SCR_BeginLoadingPlaque ();
+       cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
 
-       if (!cls.demos[cls.demonum][0] || cls.demonum == MAX_DEMOS)
+       // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
+       f = cl.mtime[0] - cl.mtime[1];
+       if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
        {
-               cls.demonum = 0;
-               if (!cls.demos[cls.demonum][0])
-               {
-                       Con_Printf ("No demos listed with startdemos\n");
-                       cls.demonum = -1;
-                       return;
-               }
+               cl.time = cl.mtime[0];
+               return 1;
        }
 
-       sprintf (str,"playdemo %s\n", cls.demos[cls.demonum]);
-       Cbuf_InsertText (str);
-       cls.demonum++;
+       f = (cl.time - cl.mtime[1]) / f;
+       return bound(0, f, 1);
 }
 
-/*
-==============
-CL_PrintEntities_f
-==============
-*/
-void CL_PrintEntities_f (void)
+void CL_ClearTempEntities (void)
+{
+       cl_num_temp_entities = 0;
+}
+
+entity_t *CL_NewTempEntity(void)
+{
+       entity_t *ent;
+
+       if (r_refdef.numentities >= r_refdef.maxentities)
+               return NULL;
+       if (cl_num_temp_entities >= cl_max_temp_entities)
+               return NULL;
+       ent = &cl_temp_entities[cl_num_temp_entities++];
+       memset (ent, 0, sizeof(*ent));
+       r_refdef.entities[r_refdef.numentities++] = &ent->render;
+
+       ent->render.colormap = -1; // no special coloring
+       ent->render.scale = 1;
+       ent->render.alpha = 1;
+       VectorSet(ent->render.colormod, 1, 1, 1);
+       return ent;
+}
+
+void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
 {
-       entity_t        *ent;
-       int                     i;
-       
-       for (i=0,ent=cl_entities ; i<cl.num_entities ; i++,ent++)
+       int i;
+       cl_effect_t *e;
+       if (!modelindex) // sanity check
+               return;
+       for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
        {
-               Con_Printf ("%3i:",i);
-               if (!ent->model)
-               {
-                       Con_Printf ("EMPTY\n");
+               if (e->active)
                        continue;
-               }
-               Con_Printf ("%s:%2i  (%5.1f,%5.1f,%5.1f) [%5.1f %5.1f %5.1f]\n"
-               ,ent->model->name,ent->frame, ent->origin[0], ent->origin[1], ent->origin[2], ent->angles[0], ent->angles[1], ent->angles[2]);
+               e->active = true;
+               VectorCopy(org, e->origin);
+               e->modelindex = modelindex;
+               e->starttime = cl.time;
+               e->startframe = startframe;
+               e->endframe = startframe + framecount;
+               e->framerate = framerate;
+
+               e->frame = 0;
+               e->frame1time = cl.time;
+               e->frame2time = cl.time;
+               break;
        }
 }
 
-
-/*
-===============
-CL_AllocDlight
-
-===============
-*/
-dlight_t *CL_AllocDlight (int key)
+void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
 {
-       int             i;
-       dlight_t        *dl;
+       int i;
+       dlight_t *dl;
 
+       /*
 // first look for an exact key match
-       if (key)
+       if (ent)
        {
                dl = cl_dlights;
-               for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
-               {
-                       if (dl->key == key)
-                       {
-                               memset (dl, 0, sizeof(*dl));
-                               dl->key = key;
-                               return dl;
-                       }
-               }
+               for (i = 0;i < cl_activedlights;i++, dl++)
+                       if (dl->ent == ent)
+                               goto dlightsetup;
        }
+       */
 
 // then look for anything else
        dl = cl_dlights;
-       for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
+       for (i = 0;i < cl_activedlights;i++, dl++)
+               if (!dl->radius)
+                       goto dlightsetup;
+       // if we hit the end of the active dlights and found no gaps, add a new one
+       if (i < MAX_DLIGHTS)
        {
-               if (dl->die < cl.time)
-               {
-                       memset (dl, 0, sizeof(*dl));
-                       dl->key = key;
-                       return dl;
-               }
+               cl_activedlights = i + 1;
+               goto dlightsetup;
        }
 
-       dl = &cl_dlights[0];
+       // unable to find one
+       return;
+
+dlightsetup:
+       //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
        memset (dl, 0, sizeof(*dl));
-       dl->key = key;
-       return dl;
+       Matrix4x4_Normalize(&dl->matrix, matrix);
+       dl->ent = ent;
+       dl->origin[0] = dl->matrix.m[0][3];
+       dl->origin[1] = dl->matrix.m[1][3];
+       dl->origin[2] = dl->matrix.m[2][3];
+       CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
+       dl->matrix.m[0][3] = dl->origin[0];
+       dl->matrix.m[1][3] = dl->origin[1];
+       dl->matrix.m[2][3] = dl->origin[2];
+       dl->radius = radius;
+       dl->color[0] = red;
+       dl->color[1] = green;
+       dl->color[2] = blue;
+       dl->decay = decay;
+       if (lifetime)
+               dl->die = cl.time + lifetime;
+       else
+               dl->die = 0;
+       dl->cubemapnum = cubemapnum;
+       dl->style = style;
+       dl->shadow = shadowenable;
+       dl->corona = corona;
+       dl->flags = flags;
+       dl->coronasizescale = coronasizescale;
+       dl->ambientscale = ambientscale;
+       dl->diffusescale = diffusescale;
+       dl->specularscale = specularscale;
 }
 
-
-/*
-===============
-CL_DecayLights
-
-===============
-*/
-void CL_DecayLights (void)
+// called before entity relinking
+void CL_DecayLights(void)
 {
-       int                     i;
-       dlight_t        *dl;
-       float           time;
-       
-       time = cl.time - cl.oldtime;
+       int i, oldmax;
+       dlight_t *dl;
+       float time, f;
 
-       c_dlights = 0;
-       dl = cl_dlights;
-       for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
+       time = cl.time - cl.oldtime;
+       oldmax = cl_activedlights;
+       cl_activedlights = 0;
+       for (i = 0, dl = cl_dlights;i < oldmax;i++, dl++)
        {
-               if (dl->die < cl.time || !dl->radius)
-                       continue;
-
-               c_dlights++; // count every dlight in use
-
-               dl->radius -= time*dl->decay;
-               if (dl->radius < 0)
-                       dl->radius = 0;
+               if (dl->radius)
+               {
+                       f = dl->radius - time * dl->decay;
+                       if (cl.time < dl->die && f > 0)
+                       {
+                               dl->radius = dl->radius - time * dl->decay;
+                               cl_activedlights = i + 1;
+                       }
+                       else
+                               dl->radius = 0;
+               }
        }
 }
 
-
-/*
-===============
-CL_LerpPoint
-
-Determines the fraction between the last two messages that the objects
-should be put at.
-===============
-*/
-float  CL_LerpPoint (void)
+// called after entity relinking
+void CL_UpdateLights(void)
 {
-       float   f, frac;
+       int i, j, k, l;
+       dlight_t *dl;
+       float frac, f;
 
-       f = cl.mtime[0] - cl.mtime[1];
-       
-       if (!f || cl_nolerp.value || cls.timedemo || sv.active)
-       {
-               cl.time = cl.mtime[0];
-               return 1;
-       }
-               
-       if (f > 0.1)
-       {       // dropped packet, or start of demo
-               cl.mtime[1] = cl.mtime[0] - 0.1;
-               f = 0.1;
-       }
-       frac = (cl.time - cl.mtime[1]) / f;
-//Con_Printf ("frac: %f\n",frac);
-       if (frac < 0)
+       r_refdef.numlights = 0;
+       if (r_dynamic.integer)
        {
-               if (frac < -0.01)
+               for (i = 0, dl = cl_dlights;i < cl_activedlights;i++, dl++)
                {
-                       cl.time = cl.mtime[1];
-//                             Con_Printf ("low frac\n");
+                       if (dl->radius)
+                       {
+                               R_RTLight_Update(dl, false);
+                               r_refdef.lights[r_refdef.numlights++] = dl;
+                       }
                }
-               frac = 0;
        }
-       else if (frac > 1)
+
+// light animations
+// 'm' is normal light, 'a' is no light, 'z' is double bright
+       f = cl.time * 10;
+       i = (int)floor(f);
+       frac = f - i;
+       for (j = 0;j < MAX_LIGHTSTYLES;j++)
        {
-               if (frac > 1.01)
+               if (!cl_lightstyle || !cl_lightstyle[j].length)
                {
-                       cl.time = cl.mtime[0];
-//                             Con_Printf ("high frac\n");
+                       r_refdef.lightstylevalue[j] = 256;
+                       continue;
                }
-               frac = 1;
+               k = i % cl_lightstyle[j].length;
+               l = (i-1) % cl_lightstyle[j].length;
+               k = cl_lightstyle[j].map[k] - 'a';
+               l = cl_lightstyle[j].map[l] - 'a';
+               r_refdef.lightstylevalue[j] = ((k*frac)+(l*(1-frac)))*22;
        }
-               
-       return frac;
 }
 
+#define MAXVIEWMODELS 32
+entity_t *viewmodels[MAXVIEWMODELS];
+int numviewmodels;
 
-/*
-===============
-CL_RelinkEntities
-===============
-*/
-void R_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent);
-void CL_RelinkEntities (void)
-{
-       entity_t        *ent;
-       int                     i, j;
-       float           frac, f, d;
-       vec3_t          delta;
-       float           bobjrotate;
-       vec3_t          oldorg;
-       dlight_t        *dl;
-       byte            *tempcolor;
+matrix4x4_t viewmodelmatrix;
 
-// determine partial update time       
-       frac = CL_LerpPoint ();
+static int entitylinkframenumber;
 
-       cl_numvisedicts = 0;
+static const vec3_t muzzleflashorigin = {18, 0, 0};
 
-//
-// interpolate player info
-//
-       for (i=0 ; i<3 ; i++)
-               cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
+extern void V_DriftPitch(void);
+extern void V_FadeViewFlashs(void);
+extern void V_CalcViewBlend(void);
 
-       if (cls.demoplayback)
+extern void V_CalcRefdef(void);
+// note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
+void CL_LinkNetworkEntity(entity_t *e)
+{
+       matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
+       //matrix4x4_t dlightmatrix;
+       int j, k, l, trailtype, temp;
+       float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v2[3], d;
+       entity_t *t;
+       model_t *model;
+       trace_t trace;
+       //entity_persistent_t *p = &e->persistent;
+       //entity_render_t *r = &e->render;
+       if (e->persistent.linkframe != entitylinkframenumber)
        {
-       // interpolate the angles       
-               for (j=0 ; j<3 ; j++)
+               e->persistent.linkframe = entitylinkframenumber;
+               // skip inactive entities and world
+               if (!e->state_current.active || e == cl_entities || e == cl_csqcentities)
+                       return;
+               e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
+               e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
+               e->render.flags = e->state_current.flags;
+               e->render.effects = e->state_current.effects;
+               VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
+               if (e->state_current.flags & RENDER_COLORMAPPED)
                {
-                       d = cl.mviewangles[0][j] - cl.mviewangles[1][j];
-                       if (d > 180)
-                               d -= 360;
-                       else if (d < -180)
-                               d += 360;
-                       cl.viewangles[j] = cl.mviewangles[1][j] + frac*d;
+                       int cb;
+                       unsigned char *cbcolor;
+                       e->render.colormap = e->state_current.colormap;
+                       cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
+                       cbcolor = (unsigned char *) (&palette_complete[cb]);
+                       e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
+                       e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
+                       e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
+                       cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
+                       cbcolor = (unsigned char *) (&palette_complete[cb]);
+                       e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
+                       e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
+                       e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
                }
-       }
-       
-       bobjrotate = anglemod(100*cl.time);
-       
-// start on the entity after the world
-       for (i=1,ent=cl_entities+1 ; i<cl.num_entities ; i++,ent++)
-       {
-               if (!ent->model)
-               {       // empty slot
-                       if (ent->forcelink)
-                               R_RemoveEfrags (ent);   // just became empty
-                       continue;
+               else if (e->state_current.colormap && cl.scores != NULL)
+               {
+                       int cb;
+                       unsigned char *cbcolor;
+                       e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
+                       cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
+                       cbcolor = (unsigned char *) (&palette_complete[cb]);
+                       e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
+                       e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
+                       e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
+                       cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
+                       cbcolor = (unsigned char *) (&palette_complete[cb]);
+                       e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
+                       e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
+                       e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
                }
-
-// if the object wasn't included in the last packet, remove it
-               if (ent->msgtime != cl.mtime[0])
+               else
                {
-                       ent->model = NULL;
-                       // LordHavoc: free on the same frame, not the next
-                       if (ent->forcelink)
-                               R_RemoveEfrags (ent);   // just became empty
-                       continue;
+                       e->render.colormap = -1; // no special coloring
+                       VectorClear(e->render.colormap_pantscolor);
+                       VectorClear(e->render.colormap_shirtcolor);
+               }
+               e->render.skinnum = e->state_current.skin;
+               if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
+               {
+                       if (!r_drawviewmodel.integer || chase_active.integer || envmap)// || csqc_loaded)
+                               return;
+                       if (!e->csqc)
+                       {
+                               if (cl.viewentity)
+                                       CL_LinkNetworkEntity(cl_entities + cl.viewentity);
+                               if (e == &cl.viewent && cl_entities[cl.viewentity].state_current.active)
+                               {
+                                       e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
+                                       e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
+                               }
+                       }
+                       matrix = &viewmodelmatrix;
+               }
+               else
+               {
+                       // if the tag entity is currently impossible, skip it
+                       if (!e->csqc)
+                       {
+                               if (e->state_current.tagentity >= cl_num_entities)
+                                       return;
+                               t = cl_entities + e->state_current.tagentity;
+                       }
+                       else
+                       {
+                               if (e->state_current.tagentity >= cl_num_csqcentities)
+                                       return;
+                               t = cl_csqcentities + e->state_current.tagentity;
+                       }
+                       // if the tag entity is inactive, skip it
+                       if (!t->state_current.active)
+                               return;
+                       // note: this can link to world
+                       CL_LinkNetworkEntity(t);
+                       // make relative to the entity
+                       matrix = &t->render.matrix;
+                       // some properties of the tag entity carry over
+                       e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
+                       // if a valid tagindex is used, make it relative to that tag instead
+                       // FIXME: use a model function to get tag info (need to handle skeletal)
+                       if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
+                       {
+                               // blend the matrices
+                               memset(&blendmatrix, 0, sizeof(blendmatrix));
+                               for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
+                               {
+                                       matrix4x4_t tagmatrix;
+                                       Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
+                                       d = t->render.frameblend[j].lerp;
+                                       for (l = 0;l < 4;l++)
+                                               for (k = 0;k < 4;k++)
+                                                       blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
+                               }
+                               // concat the tag matrices onto the entity matrix
+                               Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
+                               // use the constructed tag matrix
+                               matrix = &tempmatrix;
+                       }
                }
 
-               // LordHavoc: animation interpolation, note: framegroups partially override this in the renderer
-               /*
-               if (ent->model != ent->lerp_model || ent->lerp_time > cl.time)
+               // movement lerp
+               // if it's the player entity, update according to client movement
+               if (e == cl_entities + cl.playerentity && cl.movement)// && !e->csqc)
                {
-                       ent->lerp_frame1 = ent->lerp_frame2 = ent->frame;
-                       ent->lerp_time = cl.time;
-                       ent->lerp = 0;
+                       lerp = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
+                       lerp = bound(0, lerp, 1);
+                       VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
+                       VectorSet(angles, 0, cl.viewangles[1], 0);
                }
-               else if (ent->frame != ent->lerp_frame2)
+               else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
                {
-                       ent->lerp_frame1 = ent->lerpframe2;
-                       ent->lerp_frame2 = ent->frame;
-                       ent->lerp_time = cl.time;
-                       ent->lerp = 0;
+                       // interpolate the origin and angles
+                       VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
+                       VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
+                       if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
+                       if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
+                       if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
+                       VectorMA(e->persistent.oldangles, lerp, delta, angles);
                }
                else
-                       ent->lerp = bound(0, (cl.time - ent->lerp_time) * 10.0f, 1);
-               */
+               {
+                       // no interpolation
+                       VectorCopy(e->persistent.neworigin, origin);
+                       VectorCopy(e->persistent.newangles, angles);
+               }
 
-               VectorCopy (ent->origin, oldorg);
+               // model setup and some modelflags
+               if(e->state_current.modelindex < MAX_MODELS)
+                       e->render.model = cl.model_precache[e->state_current.modelindex];
+               else
+                       e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
+               if (e->render.model)
+               {
+                       // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
+                       if (e->render.model->type == mod_alias || (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC))
+                               angles[0] = -angles[0];
+                       if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
+                       {
+                               angles[1] = ANGLEMOD(100*cl.time);
+                               if (cl_itembobheight.value)
+                                       origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
+                       }
+                       // transfer certain model flags to effects
+                       e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
+                       if (cl_prydoncursor.integer && (e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
+                               VectorScale(e->render.colormod, 2, e->render.colormod);
+               }
 
-               if (ent->forcelink)
-               {       // the entity was not updated in the last message
-                       // so move to the final spot
-                       VectorCopy (ent->msg_origins[0], ent->origin);
-                       VectorCopy (ent->msg_angles[0], ent->angles);
+               // animation lerp
+               if (e->render.frame2 == e->state_current.frame)
+               {
+                       // update frame lerp fraction
+                       e->render.framelerp = 1;
+                       if (e->render.frame2time > e->render.frame1time)
+                       {
+                               // make sure frame lerp won't last longer than 100ms
+                               // (this mainly helps with models that use framegroups and
+                               // switch between them infrequently)
+                               e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
+                               e->render.framelerp = bound(0, e->render.framelerp, 1);
+                       }
+               }
+               else
+               {
+                       // begin a new frame lerp
+                       e->render.frame1 = e->render.frame2;
+                       e->render.frame1time = e->render.frame2time;
+                       e->render.frame = e->render.frame2 = e->state_current.frame;
+                       e->render.frame2time = cl.time;
+                       e->render.framelerp = 0;
+               }
+               R_LerpAnimation(&e->render);
+
+               // set up the render matrix
+               // FIXME: e->render.scale should go away
+               Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
+               // concat the matrices to make the entity relative to its tag
+               Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
+               // make the other useful stuff
+               Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
+               CL_BoundingBoxForEntity(&e->render);
+
+               // handle effects now that we know where this entity is in the world...
+               if (e->render.model && e->render.model->soundfromcenter)
+               {
+                       // bmodels are treated specially since their origin is usually '0 0 0'
+                       vec3_t o;
+                       VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
+                       Matrix4x4_Transform(&e->render.matrix, o, origin);
                }
                else
-               {       // if the delta is large, assume a teleport and don't lerp
-                       f = frac;
-                       for (j=0 ; j<3 ; j++)
+               {
+                       origin[0] = e->render.matrix.m[0][3];
+                       origin[1] = e->render.matrix.m[1][3];
+                       origin[2] = e->render.matrix.m[2][3];
+               }
+               trailtype = -1;
+               dlightradius = 0;
+               dlightcolor[0] = 0;
+               dlightcolor[1] = 0;
+               dlightcolor[2] = 0;
+               // LordHavoc: if the entity has no effects, don't check each
+               if (e->render.effects)
+               {
+                       if (e->render.effects & EF_BRIGHTFIELD)
                        {
-                               delta[j] = ent->msg_origins[0][j] - ent->msg_origins[1][j];
-                               // LordHavoc: increased lerp tolerance from 100 to 200
-                               if (delta[j] > 200 || delta[j] < -200)
-                                       f = 1;          // assume a teleportation, not a motion
+                               if (gamemode == GAME_NEXUIZ)
+                               {
+                                       dlightradius = max(dlightradius, 200);
+                                       dlightcolor[0] += 0.75f;
+                                       dlightcolor[1] += 1.50f;
+                                       dlightcolor[2] += 3.00f;
+                                       trailtype = 8;
+                               }
+                               else
+                                       CL_EntityParticles(e);
                        }
-
-               // interpolate the origin and angles
-                       for (j=0 ; j<3 ; j++)
+                       if (e->render.effects & EF_MUZZLEFLASH)
+                               e->persistent.muzzleflash = 1.0f;
+                       if (e->render.effects & EF_DIMLIGHT)
+                       {
+                               dlightradius = max(dlightradius, 200);
+                               dlightcolor[0] += 1.50f;
+                               dlightcolor[1] += 1.50f;
+                               dlightcolor[2] += 1.50f;
+                       }
+                       if (e->render.effects & EF_BRIGHTLIGHT)
+                       {
+                               dlightradius = max(dlightradius, 400);
+                               dlightcolor[0] += 3.00f;
+                               dlightcolor[1] += 3.00f;
+                               dlightcolor[2] += 3.00f;
+                       }
+                       // LordHavoc: more effects
+                       if (e->render.effects & EF_RED) // red
                        {
-                               ent->origin[j] = ent->msg_origins[1][j] + f*delta[j];
-
-                               d = ent->msg_angles[0][j] - ent->msg_angles[1][j];
-                               if (d > 180)
-                                       d -= 360;
-                               else if (d < -180)
-                                       d += 360;
-                               ent->angles[j] = ent->msg_angles[1][j] + f*d;
+                               dlightradius = max(dlightradius, 200);
+                               dlightcolor[0] += 1.50f;
+                               dlightcolor[1] += 0.15f;
+                               dlightcolor[2] += 0.15f;
                        }
-                       
-               }
-
-               if (ent->effects & EF_BRIGHTFIELD)
-                       R_EntityParticles (ent);
-               if (ent->effects & EF_MUZZLEFLASH)
-               {
-                       vec3_t          fv, rv, uv;
-
-                       dl = CL_AllocDlight (i);
-                       VectorCopy (ent->origin,  dl->origin);
-                       dl->origin[2] += 16;
-                       AngleVectors (ent->angles, fv, rv, uv);
-                        
-                       VectorMA (dl->origin, 18, fv, dl->origin);
-                       dl->radius = 100 + (rand()&31);
-                       dl->die = cl.time + 0.1;
-                       dl->color[0] = 1.0;dl->color[1] = 1.0;dl->color[2] = 1.0;
-               }
-               if (ent->effects & EF_BRIGHTLIGHT)
-               {                       
-                       dl = CL_AllocDlight (i);
-                       VectorCopy (ent->origin,  dl->origin);
-                       dl->origin[2] += 16;
-                       dl->radius = 400 + (rand()&31);
-                       dl->die = cl.time + 0.001;
-                       dl->color[0] = 1.0;dl->color[1] = 1.0;dl->color[2] = 1.0;
-               }
-               if (ent->effects & EF_DIMLIGHT)
-               {                       
-                       dl = CL_AllocDlight (i);
-                       VectorCopy (ent->origin,  dl->origin);
-                       dl->radius = 200 + (rand()&31);
-                       dl->die = cl.time + 0.001;
-                       dl->color[0] = 1.0;dl->color[1] = 1.0;dl->color[2] = 1.0;
-               }
-               // LordHavoc: added EF_RED and EF_BLUE
-               if (ent->effects & EF_RED) // red
-               {                       
-                       if (ent->effects & EF_BLUE) // magenta
+                       if (e->render.effects & EF_BLUE) // blue
                        {
-                               dl = CL_AllocDlight (i);
-                               VectorCopy (ent->origin,  dl->origin);
-                               dl->radius = 200 + (rand()&31);
-                               dl->die = cl.time + 0.001;
-                               dl->color[0] = 0.7;dl->color[1] = 0.07;dl->color[2] = 0.7;
+                               dlightradius = max(dlightradius, 200);
+                               dlightcolor[0] += 0.15f;
+                               dlightcolor[1] += 0.15f;
+                               dlightcolor[2] += 1.50f;
                        }
-                       else // red
+                       if (e->render.effects & EF_FLAME)
                        {
-                               dl = CL_AllocDlight (i);
-                               VectorCopy (ent->origin,  dl->origin);
-                               dl->radius = 200 + (rand()&31);
-                               dl->die = cl.time + 0.001;
-                               dl->color[0] = 0.8;dl->color[1] = 0.05;dl->color[2] = 0.05;
+                               mins[0] = origin[0] - 16.0f;
+                               mins[1] = origin[1] - 16.0f;
+                               mins[2] = origin[2] - 16.0f;
+                               maxs[0] = origin[0] + 16.0f;
+                               maxs[1] = origin[1] + 16.0f;
+                               maxs[2] = origin[2] + 16.0f;
+                               // how many flames to make
+                               temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
+                               CL_FlameCube(mins, maxs, temp);
+                               d = lhrandom(0.75f, 1);
+                               dlightradius = max(dlightradius, 200);
+                               dlightcolor[0] += d * 2.0f;
+                               dlightcolor[1] += d * 1.5f;
+                               dlightcolor[2] += d * 0.5f;
                        }
+                       if (e->render.effects & EF_STARDUST)
+                       {
+                               mins[0] = origin[0] - 16.0f;
+                               mins[1] = origin[1] - 16.0f;
+                               mins[2] = origin[2] - 16.0f;
+                               maxs[0] = origin[0] + 16.0f;
+                               maxs[1] = origin[1] + 16.0f;
+                               maxs[2] = origin[2] + 16.0f;
+                               // how many particles to make
+                               temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
+                               CL_Stardust(mins, maxs, temp);
+                               dlightradius = max(dlightradius, 200);
+                               dlightcolor[0] += 1.0f;
+                               dlightcolor[1] += 0.7f;
+                               dlightcolor[2] += 0.3f;
+                       }
+               }
+               // muzzleflash fades over time, and is offset a bit
+               if (e->persistent.muzzleflash > 0)
+               {
+                       Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
+                       trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
+                       tempmatrix = e->render.matrix;
+                       tempmatrix.m[0][3] = trace.endpos[0];
+                       tempmatrix.m[1][3] = trace.endpos[1];
+                       tempmatrix.m[2][3] = trace.endpos[2];
+                       CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, -1, true, 0, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                       e->persistent.muzzleflash -= cl.frametime * 10;
                }
-               else if (ent->effects & EF_BLUE) // blue
-               {
-                       dl = CL_AllocDlight (i);
-                       VectorCopy (ent->origin,  dl->origin);
-                       dl->radius = 200 + (rand()&31);
-                       dl->die = cl.time + 0.001;
-                       dl->color[0] = 0.05;dl->color[1] = 0.05;dl->color[2] = 0.8;
-               }
-
-               if (ent->model->flags) // LordHavoc: if the model has no flags, don't check each
-               {
-               // rotate binary objects locally
-                       if (ent->model->flags & EF_ROTATE)
-                               ent->angles[1] = bobjrotate;
-                       if (ent->model->flags & EF_GIB)
-                               R_RocketTrail (oldorg, ent->origin, 2, ent);
-                       else if (ent->model->flags & EF_ZOMGIB)
-                               R_RocketTrail (oldorg, ent->origin, 4, ent);
-                       else if (ent->model->flags & EF_TRACER)
-                               R_RocketTrail (oldorg, ent->origin, 3, ent);
-                       else if (ent->model->flags & EF_TRACER2)
-                               R_RocketTrail (oldorg, ent->origin, 5, ent);
-                       else if (ent->model->flags & EF_ROCKET)
+               // LordHavoc: if the model has no flags, don't check each
+               if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
+               {
+                       if (e->render.model->flags & EF_GIB)
+                               trailtype = 2;
+                       else if (e->render.model->flags & EF_ZOMGIB)
+                               trailtype = 4;
+                       else if (e->render.model->flags & EF_TRACER)
+                       {
+                               trailtype = 3;
+                               //dlightradius = max(dlightradius, 100);
+                               //dlightcolor[0] += 0.25f;
+                               //dlightcolor[1] += 1.00f;
+                               //dlightcolor[2] += 0.25f;
+                       }
+                       else if (e->render.model->flags & EF_TRACER2)
+                       {
+                               trailtype = 5;
+                               //dlightradius = max(dlightradius, 100);
+                               //dlightcolor[0] += 1.00f;
+                               //dlightcolor[1] += 0.60f;
+                               //dlightcolor[2] += 0.20f;
+                       }
+                       else if (e->render.model->flags & EF_ROCKET)
+                       {
+                               trailtype = 0;
+                               dlightradius = max(dlightradius, 200);
+                               dlightcolor[0] += 3.00f;
+                               dlightcolor[1] += 1.50f;
+                               dlightcolor[2] += 0.50f;
+                       }
+                       else if (e->render.model->flags & EF_GRENADE)
                        {
-                               R_RocketTrail (oldorg, ent->origin, 0, ent);
-                               dl = CL_AllocDlight (i);
-                               VectorCopy (ent->origin, dl->origin);
-                               dl->radius = 200;
-                               dl->die = cl.time + 0.001;
-                               dl->color[0] = 1.0;dl->color[1] = 0.8;dl->color[2] = 0.4;
+                               // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
+                               trailtype = e->render.alpha == -1 ? 7 : 1;
                        }
-                       else if (ent->model->flags & EF_GRENADE)
+                       else if (e->render.model->flags & EF_TRACER3)
                        {
-                               if (ent->alpha == -1) // LordHavoc: Nehahra dem compatibility
-                                       R_RocketTrail (oldorg, ent->origin, 7, ent);
+                               trailtype = 6;
+                               if (gamemode == GAME_PRYDON)
+                               {
+                                       dlightradius = max(dlightradius, 100);
+                                       dlightcolor[0] += 0.30f;
+                                       dlightcolor[1] += 0.60f;
+                                       dlightcolor[2] += 1.20f;
+                               }
                                else
-                                       R_RocketTrail (oldorg, ent->origin, 1, ent);
+                               {
+                                       dlightradius = max(dlightradius, 200);
+                                       dlightcolor[0] += 1.20f;
+                                       dlightcolor[1] += 0.50f;
+                                       dlightcolor[2] += 1.00f;
+                               }
                        }
-                       else if (ent->model->flags & EF_TRACER3)
-                               R_RocketTrail (oldorg, ent->origin, 6, ent);
                }
-               if (ent->glowsize) // LordHavoc: customizable glow
+               // LordHavoc: customizable glow
+               if (e->state_current.glowsize)
+               {
+                       // * 4 for the expansion from 0-255 to 0-1023 range,
+                       // / 255 to scale down byte colors
+                       dlightradius = max(dlightradius, e->state_current.glowsize * 4);
+                       VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
+               }
+               // make the glow dlight
+               if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
                {
-                       dl = CL_AllocDlight (i);
-                       VectorCopy (ent->origin, dl->origin);
-                       dl->radius = ent->glowsize;
-                       dl->die = cl.time + 0.001;
-                       tempcolor = (byte *)&d_8to24table[ent->glowcolor];
-                       dl->color[0] = tempcolor[0]*(1.0/255.0);dl->color[1] = tempcolor[1]*(1.0/255.0);dl->color[2] = tempcolor[2]*(1.0/255.0);
+                       //dlightmatrix = e->render.matrix;
+                       // hack to make glowing player light shine on their gun
+                       //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
+                       //      dlightmatrix.m[2][3] += 30;
+                       CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
                }
-               if (ent->glowtrail) // LordHavoc: customizable glow and trail
-                       R_RocketTrail2 (oldorg, ent->origin, ent->glowcolor, ent);
+               // custom rtlight
+               if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
+               {
+                       float light[4];
+                       VectorScale(e->state_current.light, (1.0f / 256.0f), light);
+                       light[3] = e->state_current.light[3];
+                       if (light[0] == 0 && light[1] == 0 && light[2] == 0)
+                               VectorSet(light, 1, 1, 1);
+                       if (light[3] == 0)
+                               light[3] = 350;
+                       // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
+                       CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+               }
+               // do trails
+               if (e->render.flags & RENDER_GLOWTRAIL)
+                       trailtype = 9;
+               if (trailtype >= 0)
+                       CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e);
+               VectorCopy(origin, e->persistent.trail_origin);
+               // tenebrae's sprites are all additive mode (weird)
+               if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
+                       e->render.effects |= EF_ADDITIVE;
+               // player model is only shown with chase_active on
+               if (!e->csqc)
+               if (e->state_current.number == cl.viewentity)
+                       e->render.flags |= RENDER_EXTERIORMODEL;
+               // transparent stuff can't be lit during the opaque stage
+               if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
+                       e->render.flags |= RENDER_TRANSPARENT;
+               // double sided rendering mode causes backfaces to be visible
+               // (mostly useful on transparent stuff)
+               if (e->render.effects & EF_DOUBLESIDED)
+                       e->render.flags |= RENDER_NOCULLFACE;
+               // either fullbright or lit
+               if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
+                       e->render.flags |= RENDER_LIGHT;
+               // hide player shadow during intermission or nehahra movie
+               if (!(e->render.effects & EF_NOSHADOW)
+                && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
+                && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
+                       e->render.flags |= RENDER_SHADOW;
+               // as soon as player is known we can call V_CalcRefDef
+               if (!csqc_loaded)
+               if (e->state_current.number == cl.viewentity)
+                       V_CalcRefdef();
+               if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
+                       cl_brushmodel_entities[cl_num_brushmodel_entities++] = e->state_current.number;
+               // don't show entities with no modelindex (note: this still shows
+               // entities which have a modelindex that resolved to a NULL model)
+               if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
+                       r_refdef.entities[r_refdef.numentities++] = &e->render;
+               //if (cl.viewentity && e->state_current.number == cl.viewentity)
+               //      Matrix4x4_Print(&e->render.matrix);
+       }
+}
 
-               ent->forcelink = false;
+void CL_RelinkWorld(void)
+{
+       entity_t *ent = &cl_entities[0];
+       cl_brushmodel_entities[cl_num_brushmodel_entities++] = 0;
+       // FIXME: this should be done at load
+       Matrix4x4_CreateIdentity(&ent->render.matrix);
+       Matrix4x4_CreateIdentity(&ent->render.inversematrix);
+       R_LerpAnimation(&ent->render);
+       CL_BoundingBoxForEntity(&ent->render);
+       ent->render.flags = RENDER_SHADOW;
+       if (!r_fullbright.integer)
+               ent->render.flags |= RENDER_LIGHT;
+       VectorSet(ent->render.colormod, 1, 1, 1);
+       r_refdef.worldentity = &ent->render;
+       r_refdef.worldmodel = cl.worldmodel;
+}
 
-               if (i == cl.viewentity && !chase_active.value)
-                       continue;
+void CL_RelinkCSQCWorld(void)  //[515]: csqc
+{
+       entity_t *ent = &cl_csqcentities[0];
+       if(!csqc_loaded)
+               return;
+//     cl_brushmodel_entities[cl_num_brushmodel_entities++] = 0;
+       // FIXME: this should be done at load
+       Matrix4x4_CreateIdentity(&ent->render.matrix);
+       Matrix4x4_CreateIdentity(&ent->render.inversematrix);
+       R_LerpAnimation(&ent->render);
+       CL_BoundingBoxForEntity(&ent->render);
+       ent->render.flags = RENDER_SHADOW;
+       if (!r_fullbright.integer)
+               ent->render.flags |= RENDER_LIGHT;
+       VectorSet(ent->render.colormod, 1, 1, 1);
+//     r_refdef.worldentity = &ent->render;
+//     r_refdef.worldmodel = cl.worldmodel;
+}
+
+static void CL_RelinkStaticEntities(void)
+{
+       int i;
+       entity_t *e;
+       for (i = 0, e = cl_static_entities;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
+       {
+               e->render.flags = 0;
+               // transparent stuff can't be lit during the opaque stage
+               if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
+                       e->render.flags |= RENDER_TRANSPARENT;
+               // either fullbright or lit
+               if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
+                       e->render.flags |= RENDER_LIGHT;
+               // hide player shadow during intermission or nehahra movie
+               if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
+                       e->render.flags |= RENDER_SHADOW;
+               VectorSet(e->render.colormod, 1, 1, 1);
+               R_LerpAnimation(&e->render);
+               r_refdef.entities[r_refdef.numentities++] = &e->render;
+       }
+}
+
+/*
+===============
+CL_RelinkEntities
+===============
+*/
+static void CL_RelinkNetworkEntities(int drawmask)
+{
+       entity_t *ent;
+       int i, k;
 
-// LordHavoc: enabled EF_NODRAW
-               if (!ent->model || ent->effects & EF_NODRAW)
+       if(!csqc_loaded)
+       {
+               ent = &cl.viewent;
+               ent->state_previous = ent->state_current;
+               ent->state_current = defaultstate;
+               ent->state_current.time = cl.time;
+               ent->state_current.number = -1;
+               ent->state_current.active = true;
+               ent->state_current.modelindex = cl.stats[STAT_WEAPON];
+               ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
+               ent->state_current.flags = RENDER_VIEWMODEL;
+               if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
+                       ent->state_current.modelindex = 0;
+               else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
+               {
+                       if (gamemode == GAME_TRANSFUSION)
+                               ent->state_current.alpha = 128;
+                       else
+                               ent->state_current.modelindex = 0;
+               }
+
+               // reset animation interpolation on weaponmodel if model changed
+               if (ent->state_previous.modelindex != ent->state_current.modelindex)
+               {
+                       ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
+                       ent->render.frame1time = ent->render.frame2time = cl.time;
+                       ent->render.framelerp = 1;
+               }
+       }
+
+       // start on the entity after the world
+       entitylinkframenumber++;
+       if(drawmask & ENTMASK_ENGINE || !csqc_loaded)
+       {
+               for (i = 1;i < cl_num_entities;i++)
+               {
+                       if (cl_entities_active[i])
+                       {
+                               ent = cl_entities + i;
+                               if (!(drawmask & ENTMASK_ENGINEVIEWMODELS))
+                               if (ent->state_current.flags & RENDER_VIEWMODEL)        //[515]: csqc drawmask
+                               {
+                                       cl_entities_active[i] = false;
+                                       continue;
+                               }
+                               if (ent->state_current.active)
+                                       CL_LinkNetworkEntity(ent);
+                               else
+                                       cl_entities_active[i] = false;
+                       }
+               }
+       }
+
+       //[515]: csqc
+       if(csqc_loaded)
+       {
+               for (i=1,k=cl_num_csqcentities;k;i++)
+               {
+                       if (cl_csqcentities_active[i])
+                       {
+                               --k;
+                               ent = cl_csqcentities + i;
+                               if (ent->state_current.active)
+                                       CL_LinkNetworkEntity(ent);
+                               else
+                                       cl_csqcentities_active[i] = false;
+                       }
+               }
+       }
+       else
+               CL_LinkNetworkEntity(&cl.viewent);
+}
+
+static void CL_RelinkEffects(void)
+{
+       int i, intframe;
+       cl_effect_t *e;
+       entity_t *ent;
+       float frame;
+
+       for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
+       {
+               if (e->active)
+               {
+                       frame = (cl.time - e->starttime) * e->framerate + e->startframe;
+                       intframe = frame;
+                       if (intframe < 0 || intframe >= e->endframe)
+                       {
+                               memset(e, 0, sizeof(*e));
+                               continue;
+                       }
+
+                       if (intframe != e->frame)
+                       {
+                               e->frame = intframe;
+                               e->frame1time = e->frame2time;
+                               e->frame2time = cl.time;
+                       }
+
+                       // if we're drawing effects, get a new temp entity
+                       // (NewTempEntity adds it to the render entities list for us)
+                       if (r_draweffects.integer && (ent = CL_NewTempEntity()))
+                       {
+                               // interpolation stuff
+                               ent->render.frame1 = intframe;
+                               ent->render.frame2 = intframe + 1;
+                               if (ent->render.frame2 >= e->endframe)
+                                       ent->render.frame2 = -1; // disappear
+                               ent->render.framelerp = frame - intframe;
+                               ent->render.frame1time = e->frame1time;
+                               ent->render.frame2time = e->frame2time;
+
+                               // normal stuff
+                               if(e->modelindex < MAX_MODELS)
+                                       ent->render.model = cl.model_precache[e->modelindex];
+                               else
+                                       ent->render.model = cl.csqc_model_precache[65536-e->modelindex];
+                               ent->render.frame = ent->render.frame2;
+                               ent->render.colormap = -1; // no special coloring
+                               ent->render.alpha = 1;
+                               VectorSet(ent->render.colormod, 1, 1, 1);
+
+                               Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
+                               Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
+                               R_LerpAnimation(&ent->render);
+                               CL_BoundingBoxForEntity(&ent->render);
+                       }
+               }
+       }
+}
+
+void CL_RelinkBeams(void)
+{
+       int i;
+       beam_t *b;
+       vec3_t dist, org;
+       float d;
+       entity_t *ent;
+       float yaw, pitch;
+       float forward;
+       matrix4x4_t tempmatrix;
+
+       for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
+       {
+               if (!b->model || b->endtime < cl.time)
                        continue;
-               if (cl_numvisedicts < MAX_VISEDICTS)
+
+               // if coming from the player, update the start position
+               //if (b->entity == cl.viewentity)
+               //      Matrix4x4_OriginFromMatrix(&cl_entities[cl.viewentity].render.matrix, b->start);
+               if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
+               {
+                       entity_render_t *r = &cl_entities[b->entity].render;
+                       //Matrix4x4_OriginFromMatrix(&r->matrix, origin);
+                       //Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
+                       Matrix4x4_Transform(&r->matrix, b->relativestart, b->start);
+                       Matrix4x4_Transform(&r->matrix, b->relativeend, b->end);
+               }
+
+               if (b->lightning)
+               {
+                       if (cl_beams_lightatend.integer)
+                       {
+                               // FIXME: create a matrix from the beam start/end orientation
+                               Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
+                               CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                       }
+                       if (cl_beams_polygons.integer)
+                               continue;
+               }
+
+               // calculate pitch and yaw
+               VectorSubtract (b->end, b->start, dist);
+
+               if (dist[1] == 0 && dist[0] == 0)
+               {
+                       yaw = 0;
+                       if (dist[2] > 0)
+                               pitch = 90;
+                       else
+                               pitch = 270;
+               }
+               else
                {
-                       cl_visedicts[cl_numvisedicts] = ent;
-                       cl_numvisedicts++;
+                       yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
+                       if (yaw < 0)
+                               yaw += 360;
+
+                       forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
+                       pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
+                       if (pitch < 0)
+                               pitch += 360;
                }
+
+               // add new entities for the lightning
+               VectorCopy (b->start, org);
+               d = VectorNormalizeLength(dist);
+               while (d > 0)
+               {
+                       ent = CL_NewTempEntity ();
+                       if (!ent)
+                               return;
+                       //VectorCopy (org, ent->render.origin);
+                       ent->render.model = b->model;
+                       //ent->render.effects = EF_FULLBRIGHT;
+                       //ent->render.angles[0] = pitch;
+                       //ent->render.angles[1] = yaw;
+                       //ent->render.angles[2] = rand()%360;
+                       Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
+                       Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
+                       R_LerpAnimation(&ent->render);
+                       CL_BoundingBoxForEntity(&ent->render);
+                       VectorMA(org, 30, dist, org);
+                       d -= 30;
+               }
+       }
+}
+
+void CL_LerpPlayer(float frac)
+{
+       int i;
+       float d;
+
+       cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
+       for (i = 0;i < 3;i++)
+       {
+               cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
+               cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
+               cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
        }
 
+       if (cls.demoplayback)
+       {
+               // interpolate the angles
+               for (i = 0;i < 3;i++)
+               {
+                       d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
+                       if (d > 180)
+                               d -= 360;
+                       else if (d < -180)
+                               d += 360;
+                       cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
+               }
+       }
 }
 
+void CSQC_RelinkAllEntities (int drawmask)
+{
+       CL_RelinkNetworkEntities(drawmask);
+       if(drawmask & ENTMASK_ENGINE)
+       {
+               // move particles
+               CL_MoveParticles();
+               R_MoveExplosions();
+       }
+
+       // link stuff
+       CL_RelinkWorld();
+       CL_RelinkCSQCWorld();   //[515]: csqc
+       if(drawmask & ENTMASK_ENGINE)
+       {
+               CL_RelinkStaticEntities();
+               CL_RelinkBeams();
+               CL_RelinkEffects();
+       }
+}
 
 /*
 ===============
@@ -659,34 +1467,56 @@ CL_ReadFromServer
 Read all incoming data from the server
 ===============
 */
-int CL_ReadFromServer (void)
+extern void CL_ClientMovement_Replay();
+
+int CL_ReadFromServer(void)
 {
-       int             ret;
-
-       cl.oldtime = cl.time;
-       cl.time += host_frametime;
-       
-       do
-       {
-               ret = CL_GetMessage ();
-               if (ret == -1)
-                       Host_Error ("CL_ReadFromServer: lost server connection");
-               if (!ret)
-                       break;
-               
-               cl.last_received_message = realtime;
-               CL_ParseServerMessage ();
-       } while (ret && cls.state == ca_connected);
-       
-       if (cl_shownet.value)
-               Con_Printf ("\n");
-
-       CL_RelinkEntities ();
-       CL_UpdateTEnts ();
+       CL_ReadDemoMessage();
+
+       r_refdef.time = cl.time;
+       r_refdef.extraupdate = !r_speeds.integer;
+       r_refdef.numentities = 0;
+       Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix);
+       cl_num_brushmodel_entities = 0;
+
+       if (cls.state == ca_connected && cls.signon == SIGNONS)
+       {
+               // prepare for a new frame
+               CL_LerpPlayer(CL_LerpPoint());
+               CL_DecayLights();
+               CL_ClearTempEntities();
+               V_DriftPitch();
+               V_FadeViewFlashs();
+
+               // relink network entities (note: this sets up the view!)
+               CL_ClientMovement_Replay();
+               if(!csqc_loaded)        //[515]: csqc
+               {
+                       CL_RelinkNetworkEntities(65535);
+
+                       // move particles
+                       CL_MoveParticles();
+                       R_MoveExplosions();
+
+                       // link stuff
+                       CL_RelinkWorld();
+                       CL_RelinkCSQCWorld();   //[515]: csqc
+                       CL_RelinkStaticEntities();
+                       CL_RelinkBeams();
+                       CL_RelinkEffects();
+               }
+               else
+                       csqc_frame = true;
+
+               // run cgame code (which can add more entities)
+               CL_CGVM_Frame();
+
+               CL_UpdateLights();
+
+               // update view blend
+               V_CalcViewBlend();
+       }
 
-//
-// bring the links up to date
-//
        return 0;
 }
 
@@ -695,110 +1525,98 @@ int CL_ReadFromServer (void)
 CL_SendCmd
 =================
 */
-void CL_SendCmd (void)
+void CL_UpdatePrydonCursor(void);
+void CL_SendCmd(void)
 {
-       usercmd_t               cmd;
-
-       if (cls.state != ca_connected)
-               return;
-
-       if (cls.signon == SIGNONS)
-       {
-       // get basic movement from keyboard
-               CL_BaseMove (&cmd);
-       
-       // allow mice or other external controllers to add to the move
-               IN_Move (&cmd);
-       
-       // send the unreliable message
-               CL_SendMove (&cmd);
-       
-       }
-
        if (cls.demoplayback)
        {
-               SZ_Clear (&cls.message);
+               SZ_Clear(&cls.message);
                return;
        }
-       
-// send the reliable message
-       if (!cls.message.cursize)
-               return;         // no message at all
-       
-       if (!NET_CanSendMessage (cls.netcon))
+
+       // send the reliable message (forwarded commands) if there is one
+       if (cls.message.cursize && NetConn_CanSendMessage(cls.netcon))
        {
-               Con_DPrintf ("CL_WriteToServer: can't send\n");
-               return;
+               if (developer.integer)
+               {
+                       Con_Print("CL_SendCmd: sending reliable message:\n");
+                       SZ_HexDumpToConsole(&cls.message);
+               }
+               if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1)
+                       Host_Error("CL_WriteToServer: lost server connection");
+               SZ_Clear(&cls.message);
        }
-
-       if (NET_SendMessage (cls.netcon, &cls.message) == -1)
-               Host_Error ("CL_WriteToServer: lost server connection");
-
-       SZ_Clear (&cls.message);
 }
 
 // LordHavoc: pausedemo command
-void CL_PauseDemo_f (void)
+static void CL_PauseDemo_f (void)
 {
        cls.demopaused = !cls.demopaused;
        if (cls.demopaused)
-               Con_Printf("Demo paused\n");
+               Con_Print("Demo paused\n");
        else
-               Con_Printf("Demo unpaused\n");
+               Con_Print("Demo unpaused\n");
 }
 
 /*
 ======================
-CL_PModel_f
-LordHavoc: Intended for Nehahra, I personally think this is dumb, but Mindcrime won't listen.
+CL_Fog_f
 ======================
 */
-void CL_PModel_f (void)
+static void CL_Fog_f (void)
 {
-       int i;
-       eval_t *val;
-
        if (Cmd_Argc () == 1)
        {
-               Con_Printf ("\"pmodel\" is \"%s\"\n", cl_pmodel.string);
+               Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
                return;
        }
-       i = atoi(Cmd_Argv(1));
+       fog_density = atof(Cmd_Argv(1));
+       fog_red = atof(Cmd_Argv(2));
+       fog_green = atof(Cmd_Argv(3));
+       fog_blue = atof(Cmd_Argv(4));
+}
 
-       if (cmd_source == src_command)
+/*
+====================
+CL_TimeRefresh_f
+
+For program optimization
+====================
+*/
+static void CL_TimeRefresh_f (void)
+{
+       int i;
+       float timestart, timedelta, oldangles[3];
+
+       r_refdef.extraupdate = false;
+       VectorCopy(cl.viewangles, oldangles);
+       VectorClear(cl.viewangles);
+
+       timestart = Sys_DoubleTime();
+       for (i = 0;i < 128;i++)
        {
-               if (cl_pmodel.value == i)
-                       return;
-               Cvar_SetValue ("_cl_pmodel", i);
-               if (cls.state == ca_connected)
-                       Cmd_ForwardToServer ();
-               return;
+               Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
+               CL_UpdateScreen();
        }
+       timedelta = Sys_DoubleTime() - timestart;
 
-       host_client->pmodel = i;
-       if ((val = GETEDICTFIELDVALUE(host_client->edict, eval_pmodel)))
-               val->_float = i;
+       VectorCopy(oldangles, cl.viewangles);
+       Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
 }
 
 /*
-======================
-CL_Fog_f
-======================
+===========
+CL_Shutdown
+===========
 */
-void CL_Fog_f (void)
+void CL_Shutdown (void)
 {
-       if (Cmd_Argc () == 1)
-       {
-               Con_Printf ("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
-               return;
-       }
-       fog_density = atof(Cmd_Argv(1));
-       fog_red = atof(Cmd_Argv(2));
-       fog_green = atof(Cmd_Argv(3));
-       fog_blue = atof(Cmd_Argv(4));
-}
+       CL_CGVM_Shutdown();
+       CL_Particles_Shutdown();
+       CL_Parse_Shutdown();
 
-cvar_t demo_nehahra = {"demo_nehahra", "0"};
+       Mem_FreePool (&cl_mempool);
+}
 
 /*
 =================
@@ -806,18 +1624,30 @@ CL_Init
 =================
 */
 void CL_Init (void)
-{      
-       SZ_Alloc (&cls.message, 1024);
+{
+       cl_mempool = Mem_AllocPool("client", 0, NULL);
+
+       memset(&r_refdef, 0, sizeof(r_refdef));
+       // max entities sent to renderer per frame
+       r_refdef.maxentities = MAX_EDICTS + 256 + 512;
+       r_refdef.entities = (entity_render_t **)Mem_Alloc(cl_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
+       // 256k drawqueue buffer
+       // TODO: make dynamic
+       r_refdef.maxdrawqueuesize = 256 * 1024;
+       r_refdef.drawqueue = (unsigned char *)Mem_Alloc(cl_mempool, r_refdef.maxdrawqueuesize);
+
+       cls.message.data = cls.message_buf;
+       cls.message.maxsize = sizeof(cls.message_buf);
+       cls.message.cursize = 0;
 
        CL_InitInput ();
-       CL_InitTEnts ();
-       
+
 //
 // register our commands
 //
-       Cvar_RegisterVariable (&cl_name);
-       Cvar_RegisterVariable (&cl_color);
-       Cvar_RegisterVariable (&cl_pmodel);
+       Cvar_RegisterVariable (&csqc_progname);
+       Cvar_RegisterVariable (&csqc_progcrc);
+
        Cvar_RegisterVariable (&cl_upspeed);
        Cvar_RegisterVariable (&cl_forwardspeed);
        Cvar_RegisterVariable (&cl_backspeed);
@@ -831,14 +1661,16 @@ void CL_Init (void)
        Cvar_RegisterVariable (&lookspring);
        Cvar_RegisterVariable (&lookstrafe);
        Cvar_RegisterVariable (&sensitivity);
+       Cvar_RegisterVariable (&freelook);
 
        Cvar_RegisterVariable (&m_pitch);
        Cvar_RegisterVariable (&m_yaw);
        Cvar_RegisterVariable (&m_forward);
        Cvar_RegisterVariable (&m_side);
 
-//     Cvar_RegisterVariable (&cl_autofire);
-       
+       Cvar_RegisterVariable (&cl_itembobspeed);
+       Cvar_RegisterVariable (&cl_itembobheight);
+
        Cmd_AddCommand ("entities", CL_PrintEntities_f);
        Cmd_AddCommand ("disconnect", CL_Disconnect_f);
        Cmd_AddCommand ("record", CL_Record_f);
@@ -850,11 +1682,33 @@ void CL_Init (void)
 
        // LordHavoc: added pausedemo
        Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
-       // LordHavoc: added pmodel command (like name, etc, only intended for Nehahra)
-       Cmd_AddCommand ("pmodel", CL_PModel_f);
-       // LordHavoc: added demo_nehahra cvar
-       Cvar_RegisterVariable (&demo_nehahra);
-       if (nehahra)
-               Cvar_SetValue("demo_nehahra", 1);
+
+       Cvar_RegisterVariable(&r_draweffects);
+       Cvar_RegisterVariable(&cl_explosions_alpha_start);
+       Cvar_RegisterVariable(&cl_explosions_alpha_end);
+       Cvar_RegisterVariable(&cl_explosions_size_start);
+       Cvar_RegisterVariable(&cl_explosions_size_end);
+       Cvar_RegisterVariable(&cl_explosions_lifetime);
+       Cvar_RegisterVariable(&cl_stainmaps);
+       Cvar_RegisterVariable(&cl_stainmaps_clearonload);
+       Cvar_RegisterVariable(&cl_beams_polygons);
+       Cvar_RegisterVariable(&cl_beams_relative);
+       Cvar_RegisterVariable(&cl_beams_lightatend);
+       Cvar_RegisterVariable(&cl_noplayershadow);
+
+       Cvar_RegisterVariable(&cl_prydoncursor);
+
+       Cvar_RegisterVariable(&cl_deathnoviewmodel);
+
+       Cmd_AddCommand("timerefresh", CL_TimeRefresh_f);
+
+       CL_Parse_Init();
+       CL_Particles_Init();
+       CL_Screen_Init();
+       CL_CGVM_Init();
+
+       CL_Video_Init();
 }
 
+
+